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Game Edukasi Pengenalan Huruf Latin Menggunakan Template Matching Untuk Anak Usia Dini Adiartika, Made Harry Dananjaya; Wibawa, I Gede Arta; Putra, I Gusti Ngurah Anom Cahyadi
JELIKU (Jurnal Elektronik Ilmu Komputer Udayana) Vol 9 No 1 (2020): JELIKU Volume 9 No 1, Agustus 2020
Publisher : Informatics Department, Faculty of Mathematics and Natural Sciences, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/JLK.2020.v09.i01.p12

Abstract

Masa Kanak – kanak merupakan masa yang penting bagi perkembagnan bagi seorang anak dimana pada masa tersebut anak – anak berada dalam fase dimana kemampuan motoric, sensorik maupun kognitif anak sedang mengalami perkembangan, tentunya ketiga kemampuan tersebut berkembang secara alami sejalan dengan usia anak, ketiga kemampuan tersebut juga dapat dikembangkan lebih lanjut lewat berbagai aktifitas baik fisik maupun mental, salah satu contoh aktifitas tersebut adalah menulis, menulis sendiri merupakan salah satu bentuk dari kemampuan kognitif yang penting dimiliki oleh seorang anak karena aktifitas menulis mendukung integrasi bahasa dan keterampilan literasi yang muncul meletakan dasar bagi keterampilan membaca anak, terdapat berbagai metode atau cara yang biasanya digunakan untuk mengajarkan anak untuk menulis, salah satu metode yang sering digunakan saat ini adalah belajar menulis sambil bermain, penelitian ini memanfaatkan metode tersebut untuk mengembangkan sebuah media interaktif yang dapat digunakan untuk belajar menulis serta mengenalkan karakter huruf alfabet (A-Z), (a-z) dan angka (0-9) kepada anak yang dibuat dalam bentuk sebuah game edukasi, game edukasi ini menggunakan metode Template Matching untuk menilai hasil tulisan tangan anak dengan mencari tingkat kemiripan atau kecocokan tulisan anak tersebut dengan template karakter yang disediakan. Berdasarkan penelitian yang dilakukan, pengenalan karakter dengan metode Template Matching dinyatakan berhasil dalam mengenali hasil tulisan karakter anak, dimana didapatkan akurasi dari pengenalan karakter menggunakan metode Template Matching terhadap hasil tulisan karakter huruf alfabet (A-Z),(a-z) dan angka (0-9) yang didapatkan, menghasilkan akurasi pengenalan karakter untuk karakter huruf alfabet (A-Z) sebesar 88%, karakter huruf alfabet (a-z) sebesar 86%, dan karakter angka (0-9) sebesar 87%
Kualifikasi Noise Pada Citra Lontar Bali dengan Metode Gaussian Filter Prathama, Wayan Adhitya; Arta Wibawa, I Gede
JELIKU (Jurnal Elektronik Ilmu Komputer Udayana) Vol 8 No 3 (2020): JELIKU Volume 8 No 3, February 2020
Publisher : Informatics Department, Faculty of Mathematics and Natural Sciences, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/JLK.2020.v08.i03.p12

Abstract

In improving the quality of the image basically makes the appearance of an image better than before. One thing that is done in improving the image quality is noise qualification. This noise qualification aims to reduce the level of noise contained in a digital image. In this study, the image used is the image of Bali palm leaf. There are many methods that can be used to qualify for noise. One of them is the Gaussian filter. In this study, Gaussian Filter is used as a method to qualify the noise contained in the palm leaf image. The image quality after the noise qualification process is calculated using PSNR (Peak Signal to Noise Ratio). The higher the PSNR value obtained, the better the image quality. In this study, the PSNR value obtained in the palm leaf image after processing the noise qualification is 54.7625 db. Keywords: Gaussian Filter, Noise, PSNR, Bali Palm Leaf, Image
Development of Augmented Reality (AR) Based Trompong Danandjaya, Gede Bagus; Wibawa, I Gede Arta
JELIKU (Jurnal Elektronik Ilmu Komputer Udayana) Vol 9 No 3 (2021): JELIKU Volume 9 No 3, Februari 2021
Publisher : Informatics Department, Faculty of Mathematics and Natural Sciences, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/JLK.2021.v09.i03.p04

Abstract

In gamelan, one of the most important instruments is trompong. Trompong is an idiphones instrument that has 10 rows of round shaped metal called pencon. Every pencon has its own sound. As a traditional music instrument, of course gamelan especialy trompong must be preserved continuously. But unfortunately, playing Balinese gamelan with real instrument is hard to do because the difficulty to finding gamelan in the real world. By using technolgy such as Augmented Reality, playing trompong possible to do even without having the real instrument. Augmented Reality will be develop using Unity 3D software along with Vuforia SDK, and also this application using Android smartphone as a base of Augmented Reality application. This Augmented Reality application called TrompongAR and will be marker based Augmented Reality, by using a target marker will help Augmented Reality to place where the 3-dimensional trompong will placed. The 3-dimensional trompong will have 10 pencon that can played by tapping the pencon, the touched pencon will produce sound like the real instrument.
The Introduction Of SDN 3 Lukluk Environment Using Augmented Reality Application Putra, Ida Bhujangga Bagus Dili; Wibawa, I Gede Arta
JELIKU (Jurnal Elektronik Ilmu Komputer Udayana) Vol 9 No 2 (2020): JELIKU Volume 9 No 2, November 2020
Publisher : Informatics Department, Faculty of Mathematics and Natural Sciences, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/JLK.2020.v09.i02.p05

Abstract

Every year a lot of new students enter school. To introduce new students to the school environment, the school holds an event to introduce the school environment to make them know their school environment better. However, there are still students who do not know their school environment very well. In the school environment there are many buildings with different names and to remember all of them correctly is not easy and takes a lot of time to look at all of them. To Remember all the location of the buildings and its names, it would be better if there was a application that can visualize the buildings very well. Technologies that can provide visualization and is easy to use is Augmented Reality. Augmented Reality can display the whole school environment, making it easier to see all the buildings with their names in the school environment. AR can be easily used, user only need to install AR on their smartphone device. This AR application is marker-based so that user only need to scan the marker provided with the camera and the school environment and information can be displayed.
Character Segmentation to the Case Study Image of Quadratic Equation Expression Pradnyawati, Putu Indah; Arta Wibawa, I Gede
JELIKU (Jurnal Elektronik Ilmu Komputer Udayana) Vol 8 No 3 (2020): JELIKU Volume 8 No 3, February 2020
Publisher : Informatics Department, Faculty of Mathematics and Natural Sciences, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/JLK.2020.v08.i03.p10

Abstract

The introduction of digital mathematical expressions can be said to be unusual because mathematical expressions consist of various symbols. The introduction of mathematical expressions can be divided into two main steps, namely the introduction of symbols and structural analysis. Segmentation of an image is an important part in the recognition of handwritten mathematical expressions, because segmentation is the first step of the recognition process. In this study, we will present the process of handwriting image segmentation for mathematical expressions in the form of quadratic equations using the Connected Component Labeling (CCL) method. From the results of the research conducted, it can be concluded that the segmentation process has succeeded in segmenting the handwritten images of mathematical expressions in the form of quadratic equations by producing the characters (compound characters) that make up mathematical expressions and grouping the ranks and basic numbers of quadratic equations.
Fast Independent Component Analysis (FastICA) dalam Pemisahan Vokal dan Instrumen pada Seni Geguntangan Putra, Angga Pramana; Arta Wibawa, I Gede
JELIKU (Jurnal Elektronik Ilmu Komputer Udayana) Vol 8 No 3 (2020): JELIKU Volume 8 No 3, February 2020
Publisher : Informatics Department, Faculty of Mathematics and Natural Sciences, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/JLK.2020.v08.i03.p02

Abstract

Geguntangan is pesantian in religious ceremonies in Bali accompanied by gamelan music. The human sense of hearing tends to have limitations, which causes not all vocals mixed with gamelan to be heard clearly. Therefore we need a system that can be used to separate vocals with gamelan in the geguntangan. Separation of sound sources is categorized as Blind Source Separation (BSS) or also called Blind Signal Separation, which means an unknown source. The algorithm used to handle BSS is the Fast Independent Component Analysis (FastICA) algorithm with a focus on separating the sound signal in a wav-format sound file. FastICA algorithm is used for the sound separation process with the value parameter used is Mean Square Error (MSE). From the simulation results show the results of MSE calculations using the mixing matrix [0.3816, 0.8678], [0.8534, -0.5853] obtained the results for the FastICA method, the MSE value is 3.60 x 10-5 for the vocal and 1.71 x 10-6 for the instrument.
Application of Augmented Reality Technology in the SDN 1 Sanur Building Recognition Application Vyasa, I Made Satya; Wibawa, I Gede Arta
JELIKU (Jurnal Elektronik Ilmu Komputer Udayana) Vol 10 No 1 (2021): JELIKU Volume 10 No 1, Agustus 2021
Publisher : Informatics Department, Faculty of Mathematics and Natural Sciences, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/JLK.2021.v10.i01.p06

Abstract

This study aims to build an application to introduce the Sumerta 1 public elementary school building. This research uses AR (Augmented Reality) technology, which with this technology makes it possible to display an object in virtual form in a real world view. The method used in this application is marker-based which identifies the pattern of a marker, in the application development itself the model used is the waterfall model. In the process of building this application, using the Vuforia software development kit (SDK) and Unity as the engine.
Segmentation of Certificate With Connected Component Labeling Method Jaya, Cokorda Gde Teresna; Arta Wibawa, I Gede
JELIKU (Jurnal Elektronik Ilmu Komputer Udayana) Vol 8 No 2 (2019): Jeliku Volume 8 No 2, November 2019
Publisher : Informatics Department, Faculty of Mathematics and Natural Sciences, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/JLK.2019.v08.i02.p02

Abstract

Certificate is one of the documents that can be used as evidence of ownership or an event. For example, when certificate used as requirement to participate in an event. If a document is made as a requirement, of course the file verification process will be done. Seeing the time optimization problem when verifying the file, the authors carry out research by segmenting important data contained in a certificate as an initial step in the development of an automatic document verification system. The segmentation process carried out in this study uses the Connected Component Labeling method in determining the area to be segmented and Automatic Cropping to cut the results of the segmentation process. By using these two methods obtained an accuracy of 60% with a total of 15 pieces of test data
Augmented Reality Application Development for Elementary School Purpose Wisnawa, Agus; Wibawa, I Gede Arta
JELIKU (Jurnal Elektronik Ilmu Komputer Udayana) Vol 9 No 4 (2021): JELIKU Volume 9 No 4, Mei 2021
Publisher : Informatics Department, Faculty of Mathematics and Natural Sciences, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/JLK.2021.v09.i04.p04

Abstract

The world is being hit by a pandemic due to the COVID-19 virus outbreak. The changes brought by this virus are huge, one of which is school activities that are transformed into online learning. Online learning causes students to not do their own classroom learning. This causes students to become un familiar with their school properly, such as the layout of classrooms and school facilities. By using Augmented Reality the problem can be solved. Augmented Reality (AR) is the merging of real and virtual objects in a real environment with interactive results and presented in real time. AR can be used to modeling the entire shape of the school, making it easier for users to get information about the building from the school instead of walking manually. Users only need to install the app on their smarthphone and scan the specified QR code in order to be able to bring up the building object along with the information. The result of this research is an AR application which can provide information about the rooms and buildings at SDN 1 Padangsambian.
Alphabet Writing Game Application using Template Matching Cross-correlation Kurnia Amerta, I Made Pegi; Arta Wibawa, I Gede
JELIKU (Jurnal Elektronik Ilmu Komputer Udayana) Vol 8 No 4 (2020): JELIKU Volume 8 No 4, Mei 2020
Publisher : Informatics Department, Faculty of Mathematics and Natural Sciences, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/JLK.2020.v08.i04.p05

Abstract

The game of writing letters is an attractive learning media. Each person's handwriting is different. So that it requires a data classification method to match the test data with the template that is the alphabet letter. In this journal using a template matching cross-correlation for data classification. Before data classification, preprocessing is done in the form of resize and threshold to produce binary images. Thinning process is also carried out to thin the letters. The thinning algorithm used is stentiford. From the accuracy testing obtained an average value of 70.38%. With the number of letters that continue to experience errors namely the characters H, K, M, and Y.
Co-Authors Adiartika, Made Harry Dananjaya Adiriyanto, Shiennyta Florensia Anak Agung Gede Agung Angga Aditya Anak Agung Istri Ngurah Eka Karyawati Anak Agung Istri Ngurah Eka Karyawati Anak Agung Putra Adnyana Apriana, I Komang Gede Apsari, Made Sri Ayu Bib Paruhum Silalahi Cokorda Rai Adi Pramartha Danandjaya, Gede Bagus Diyarini, Ni Wayan Dwijayana, I Gede Diva Gede Astuti, Luh Giri, Gst. Ayu Vida Mastrika Gst. Ayu Vida Mastrika Giri I Dewa Made Bayu Atmaja Darmawan I Dewa Ngurah Tri Hendrawan I Gede Santi Astawa I Gede Tendi Ariyanto I Gusti Agung Gede Arya Kadyanan I Gusti Ngurah Anom Cahyadi Putra I Ketut Gede Suhartana I Komang Gede Apriana, I Komang Gede Apriana I Made Ryan Prana Dhita I Made Widiartha I Made Widiartha I Putu Ryan Paramaditya I WAYAN SANTIYASA I Wayan Widya Premananda Ida Bagus Gede Dwidasmara Ida Bagus Made Mahendra Ida Bagus Made Mahendra Jaya, Cokorda Gde Teresna Kadek Diah Pramesti Kartika Noviyanti, Komang Komang Ari Mogi Komang Arsa Wiguna Kurnia Amerta, I Made Pegi Luh Arida Ayu Rahning Putri Luh Gede Astuti Michael Tanaya Ngurah Agus Sanjaya ER Ni Luh Komang Indira Pramesti Ni Putu Suci Paramita Ni Wayan Yulia Damayanti Paramita, Ni Putu Suci Pradnyawati, Putu Indah Pradyto, Kadek Dwitya Adhi Prasetyo Adi Utomo Prathama, Wayan Adhitya Premananda, I Wayan Widya Putra, Angga Pramana Putra, I Putu Andi Wiratama Putra, Ida Bhujangga Bagus Dili Putu Bagus Dio Pranata Qaris Ardian Pratama Raharja, Made Agung Setiawati, Ni Ketut Intan Siaka, Made Bayu Maha Krisna Sidi, Widya Dharma Tamba, Andreas Panangian Vyasa, I Made Satya Wiguna, Komang Arsa Wijaya, Arvanchrist Charlie Wiratama Putra, I Putu Andi Wisnawa, Agus Yauw James Fang Dwiputra Harta Yauw, Yauw James Fang Dwiputra Harta